No.
When I last PM’ed him he told me he put the cat call cancel back in, but he made it slower, so this combo probably wouldn’t work, but you might be able to go for a throw reset.
I feel like I’m missing something here. How do you use IAD j.LK as a cross-up? With the normal jump version it can cross up but I can’t find a follow up. With the super jump version the 2nd hit of j.MK will whiff, and for some reason I can’t cancel it instantly to El Gato.
rudimentary reset:
HK jc j.LP j.LK xx dash j.HK should hit them high when they land and can be followed up with c.LK
If you’re trying to crossup, do j.LP>LK Axe Kick. I can get LK to crossup, but generally only on smaller characters at a pretty specific angle. If your doing sj, do j.MP not MK.
For resets, also try stuff>HK>IAD j.lk(whiff). You land on the other side and can opt for a low or throw. You can be jabbed out of it if they like to mash or catch on. I think you can do LK Fiber after that to hit them when mashing. If you jumpback after the HK and then airdash you do a fake cross under. IIRC you can also just walk back under them after the IAD j.LK if you don’t want to try to fool around with the jumpback thing.
Sorry if I repeat stuff from earlier in the thread, I haven’t gone through it all yet.
HK jc j.LP j.LK j.MP delay j.MK…
There’s a specific timing where the second hit of j.MK whiffs, if you get that timing you can land under them and on the other side for a low, you can dash cancel for a high on the other side, or dash and air throw very low to the ground. You can also cancel to el gato or I think j.HP for a same side high.
If you super jump, you will turn around to face the opponent if you cross over them.
so you can do super jump > 2 punches > move of choice and it will turn around to face the opponent properly, so j.LK and j.HK would work really well.
Slow down the s.LK, s.MP, s.MK and c.LK, s.MP, s.MK chains. This way each normal actually hits the head so the head will hit three times.
It’s a bit awkward but adds quite a bit of damage since you’re already close to minimum scaling as it is.
Maybe he’ll make it safe still but no longer advantageous on hit…
In order to force a drop from j.MK, try j.HK. That way you’ll just cancel the second hit of j.MK altogether instead of needing it to whiff.
Let me know how that works.
The way I’m timing it, using j.HK lands you on the same side so you can go for a low as a mixup if they know your tricks, but the straight whiff version looks way trickier I think.
Can you not time a quick dash to land on the other side?
That was my solution, and it was noticably slower than the other version. I’m not familiar with the character though, so it could work with different timing.
Well it was worth a try.
Calling the Nadia masses for a new bit of tech:
Against Valentine, Cerebella, Peacock and Painwheel, if you hit a j.HK into a corner and your head is there and does HP, you can dash under and low attack for a cross under reset that looks like it shouldn’t happen.
Basically you’re sandwiching your opponent between you and the head in the corner. The j.HK into HP will force a stand because of the amount of hitstun. But as soon as you land, dash and do a crouching light attack. With the right timing, your c.LP/LK that will follow may not combo (delaying it slightly fixes that, using c.LK is easier because it comes out slightly slower), but because HP moves the opponent slightly forward you can put yourself into the corner and reset. However, due to the size of the blue hitboxes only those four people can be dashed under.
Try it out.
edit: Example in video form.
[media=youtube]TKFlY8W6u8Q[/media]
edit2: Transcript just in case.
dP+LK->LK, j.MK (2-hit), j.HK, HP, land, dash, delay c.LK (will reset here), s.MK (2-hit), s.HK, j.MK (2-hit) xx HP xx qcb+MK xx qcb+KK, HP, s.MP, s.MK (2-hit) xx HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LK, s.MP, s.MK (2-hit) xx HP xx qcf+MP, qcf+MP (hold HP), release HP, s.LP, s.LP, s.LK, s.MP, s.MK (2-hit) xx HP xx dp+LK->LK, j.LP, s.MK (2-hit), j.HK, HP, land, dash, delay c.LK (will reset here), s.MK (2-hit), s.HK, j.MK (2-hit)…
Cut off there because the point was pretty much made lol
so i mentioned in the gameplay discussion ive been messing with command grab assist using bella/fortune and how disgusting it was, so just thought id come in here as well to write a bit more detail.
i had a couple variants that both seem like they would work but havent been able to test them for reals against proper opponents yet.
basically after landing a jumping head removal (QCB+P) you can either catch the opp using nom, hit st.LK +MP to call the assist for the reset into Diamond drop assist, but also throw in a delayed st.HK as well which should cover the preblock frames if they attempt to jump away as well. if they block they eat the command grab giving you plenty of time for positioning for a follow up, and from the st.HK you should be able to get a full combo from that too.
the other one i had was kinda similar, after landing the air QCB+P again, run right under them to the other side, and plink st.LP-MK. the St.LP restands them and lands them right on top of the command grab assist. you may be able to chuck in the delayed st.HK as well to catch the preblock jump frames again but i forgot to try that one out.
if it works as intended then only way out would be an invincible reversal or super i think.
a combo that has a lot of different options as to finishing it that i came up with just now, bear in mind i am no expert yet so this doesnt have any nomloops in it or anything like that. this is pretty much day 2 fortune for me atm.
IAD j.LK-MK xx QCB+MK, Cr.LK-MP, st.MK-HK, j.MP-HP (airdash) j.MK xx QCB+P (hold HP) (dash in) cr.MK,st.HK, j.LK-MK xx QCB+LK xx QCB+KK
(NOM, j.HK xx QCB MK, st.MP-MK xx rekka X3 xx QCF+PP) 7000 damage
or a better use of meter IMO would be to DHC into your next character and then start a new combo with them since this combo doesnt use your OTG until the part in brackets. i dont think the part after the QCB+P would work on double though, its pretty tight timing on parasoul as it is.
I would suggest removing the cr.MP from the first ground chain, and the c.MK after qcb+P (can you just s.HK?). The reasoning is to keep this combo safe from post-patch IPS changes.
If not, the bolded attacks will trigger the new IPS.
Also, the first j.MP should probably be skipped because I’m not sure you can hit that against Double… can you?
i think you can actually yea, although im not 100% certain, more like 99% or something. but thanks for the other suggestions, i may go back to work on it.
Calling all Nadia players for another bit of weird tech…
So, I was trying to do a combo where I rolled my head, then combo’d into super when I realized something: the invincible startup of the head roll can be cancelled into the head-on (safer) blockbuster.
What this basically means is that if your head is on and you have meter (and don’t want to or don’t have the meter for level 3), you have a DP super in essence: qcb+P startup will be invincible, startup of blockbuster will be invincible, rest of blockbuster hits.
This is a pretty odd thing, in my opinion. Makes perfect sense but it makes her just a bit more unpredictable.
Try it out!
ok, i knw this may be asking a bit much… but ill never know unless i ask.
im looking for an MF combo that has these particular set of properties… i look for these properties in every character so this is a question i woud ask of any character im planning on using:
i need a combo that works on all characters, is midscreen viable, does between 6000-7500 k damage and has a starter that cant be ducked and is safe on block, plus in MF’s case, works with both head on and off, and good reset opportunities is also a plus of course.
i know that it may be asking to much so i dont necessarily expect all those factors to be present in one combo, but as close as possible would be nice.
does MF have anything anywhere near that or is it completely unreasonable? if she does have a combo close to those parameters what is it?
if anyone answers this, thanks in advance :tup:
-dime
Head on
c.LK, s.MP, s.HK, j.HP xx dash, j.MK (2 hits), qcb+P, land, j.HK xx f+HP, land, s.MP, delay s.MK, HP, dp+LK->LK, j.LK, j.MK (2 hits), qcb+MK xx qcb+KK, HP, s.LK, s.MP, s.MK (2 hits), HP, qcf+MP, qcf+MP, qcf+MP xx qcf+PP
I’d be hard pressed to think this doesn’t do 6k lol
Headless you’ll need to position the head behind the opponent but:
c.LK, s.MP, s.HK, j.MK (2 hits), j.HK, HP/f+HP, land, s.MP, delay s.MK, HP, qcf+MP, hold HP, qcf+MP, release HP, dp+LK->LK, j.LK, j.MK (2 hits), qcb+MK xx qcb+KK, HP/f+HP, s.LK, s.MP, s.MK (2 hits), HP/f+HP, qcf+MP, qcf+MP, qcf+MP, qcf+PP
For the HP/f+HP parts, one of these may use the OTG, and the other option is able to bypass using the OTG, so you’ll need to experiment.
For reset opportunities, pretty much after any OTG or pseudo-OTG HP or f+HP from the head, s.LP into throw is a possibility. From every HP that hits standing, throw is a possibility. From every launcher, j.MK (1 hit) xx dash throw may be a good possibility for some characters, although to some others j.LK, j.MK (1 hit) xx dash throw or j.LP, j.LK, j.MK (1 hit) xx dash throw might work best, and in most cases from dp+LK->LK can lead to a throw straight out, but for some characters dp+MK->MK might work better, and some need the same setup from the launchers. From dp+LK->LK you can do an early j.LP, j.LK, j.MK (second hit will whiff), for a cross under that lands you before the opponent so as to do a low/throw mixup when they land. From any air throw or ground throw, headless Fortune can HP into s.MP, delay s.MK for the restand, or f+HP into qcb+HP for the restand as well.
I wish I had a capture card
edit: You don’t have to watch the entirety of it, but here’s a video of me doing stuff http://www.twitch.tv/ascrubsperspective/b/321500319
something i found the other day which could be useful as a left/right mixup.
after a st.HK, cancel into LK fiber upper (plus K followup) and you will cross up the opp in the air, and can then start a new combo using j. LK (airdash towards) j.MK xx QCB+K.
i didnt test this on everyone, but it seemed that you will/wont cross up depending on how close you were to the opp when you hit with the st.HK.